Galactic Vault - MeepMeep Games
Changelog Demo v0.5.0

Fixes:

- Fixed hallways sometimes clipping into each other

- Fixed door indication line sometimes going through the floor

- Fixed double bullet eject on shotgun

- Fixed a weird click noise when switching adaptive music clips

- Fixed gattling turret windup

Tweaks / Changes:

- Added more clips to the adaptive music

- Added sounds in HubRoom (Difficulty selection table + Weapon Selection)

- Improved weapon reload audio

- Changed Jumppad visual

- Tweaked muzzled and impact effects

- Slightly increased rare upgrade chance

- Reduced shotgun spread

- Realtime shadows on enemies

Grenades:

- Increased maximum cooking time

- Increased grenade throwing speed & force

- Increased grenade friction

- Reduced grenade upwards arc

- Added explode speed multiplier after contact (once the grenade hits the ground it explodes faster)

- Major buff to all grenade upgrades

- Added 'Blitz grenade' upgrade

- Now fully collide with enemies, and stuns them on hit.

Brutus / Argus boss:

- Rockets now always leave scorched area (before only in stage 2)

- Slightly faster movement speed

- Stomp & blast-shot abilities slightly faster

Steam:

- Added Rich Presence, your friends can now see where you are in Galactic Vault!

- Added Cloud Saves, your game files are now saved in your steam profile, but unfortunately we had to wipe your existing saves.

We're also working hard in the background! For example, check out our reworked enemies!

okey.gg - mucahityilmaz
🎉 Major Update: No More Searching for the 4th Player!

🎉 You can now enjoy okey.gg all by yourself!

Brand-new AI players are here to accompany you in both single-player and multiplayer lobbies. Even those with no friends at all can now play okey with peace of mind!

🧠 The new AI makes smart, strategic decisions and provides a balanced gameplay experience that feels natural. Whether you’re practicing or filling up empty seats — the fun never stops.

🧩 What’s new in this update:

  • Completely revamped AI system

  • Endless fun in single-player mode

  • Add AI players to multiplayer lobbies

  • Performance improvements and various bug fixes

Oct 24
Darkenstein 3D - Rowye
Hi everyone!
Here goes another quick patch to fix some of the relevant issues with the current build.



Changelog:

· Flamethrower fire no longer sticks to player character
· Lowered final boss' max health by 15%
· Fixed level 4 boss bug where it would have more health than its max health.
· Fixed a set of level 10 stairs that could get the player stuck.
· Fixed level selection not showing rebound keys.
· Fixed/added several outdoor environment collisions.
· Fixed cutscenes starting at half speed the powerup is active.
· Fixed machinegun's empty clip sound being itn the wrong channel
· Fixed small mistake in level 9 dialogue.
· Possible fix for level 8 lever not working.


Thanks everyone, keep reporting!
Strings of Fate XI: Magic dream - AJlusa07

We continue to share new features in preparation for the release. This time we'll talk about working on magic wands, tools that will allow any hero to cast spells without using magic.

The wand gives players the opportunity to take a variable approach to destroying an opponent – for example, to avoid close combat with a stronger opponent or to inflict damage with a spell of the elements to which the enemy is most susceptible. At the same time, wands can be extremely useful for heroes without magical abilities or for more experienced magicians, allowing them to save mana on more powerful spells.

The legacy of the classics

 In the original Might and Magic series, the wands were a unique mechanism in part 6. They allowed you to cast spells without the appropriate skills and mana costs. To do this, it was enough to take the wand in your hand as a weapon — each use consumed one charge, and after complete exhaustion, the wand disappeared. A common tactic was to sell an almost empty wand, as its price did not depend on the remaining charges.

 

From a consumable to a reusable tool

We're building on this idea by turning wands from disposable items into a strategic asset that grows in value with your character. In the update, we have added three types of wands out of the five planned:

· The Witch's Wand

· The Shaman's Wand

· The Wand of the Sorcerer

 We are moving away from the concept of single use. In Strings of Fate, when the power points are depleted, the wand does not disappear and can restore the charge with a spell. In the future, we plan to be able to recharge the wands using special "charging stations" that the heroes will encounter from time to time. You will be able to interact with it as with an altar – for a donation or gold, you can breathe power into the wand. You can also recharge the wand with a special spell from the school of water, as it was in part 8 of the cult saga. The effectiveness of the staff's recharge is directly related to the character's leveling. Your skill level in the appropriate school of magic will affect the number of charges that can be restored with the spell.

The future of Wands

In the future, we plan to add magic wands with a higher damage level and expand the number of spells available. Right now, wands can only be randomly found in the world, but in the future there will be a store where you can buy them. The cost of the wands will also change depending on the number of remaining charges. In the latest update, the wands can't be recharged yet – they won't disappear. They can be saved until it is possible to restore their charge level again.

 

Wanderers of Lithia, what do you think? How do you like the new magic weapon?

Oct 24
Here Comes The Swarm - PentaDemon

Attention Settlement Leaders!

You’ve built, fought, and survived. But the true Hive has yet to arrive. The next update brings a new enemy, clearable hives, and rebalancing that will reshape the fight against the Swarm!

This is going to be the biggest content drop yet, so let’s dive in to see what’s on the horizon.

Demo Hive Update Coming 31 October

The battlefield is shifting and the Swarm grows stronger, more cunning, and the next update to the already available Demo will put your skills to the test like never before. A new enemy awaits, and the Hives themselves are no longer just targets, they are objectives that will shape your strategy.

Outposts and sprawling Hives now leave their mark on the land, and every victory against the Swarm will slowly cleanse the corruption from the terrain. You’ll need to read the battlefield carefully, adapt quickly, and make every move count.

In our next devlog, we’ll go deeper into the Spitter unit, Clearable Hives, Difficulty Changes, and Unit Pushing. Prepare yourselves, the Swarm evolves, and so must you.

Fresh reports from the frontlines tell us that the Spitter brings a new ground infestation that is spreading fast, their presence cannot be ignored.

Follow Us!

Join our Discord

Wishlist the Game!

Check out our socials!

https://store.steampowered.com/app/3052730/Here_Comes_The_Swarm/

Alchemy Quest - quartzkeys

10 new animated lewd scenes +other stuff :3

There will also be a 10% discount on the game for a couple of weeks :3

Horny Villa - support

🎃 OLD AND NEW FRIGHTENERS 👻

Halloween is coming, and everyone on Villa is, too, absorbed by its spooky atmosphere — there is no better time than now to tell scary stories, drag out ouija boards, and get stalked by sex ghosts....

Features:
☠️ Ariana the Reaper + 😈 Hellcat Ariana skin
🤠 Violet the Huntress

⏳ Event lasts: 24.10 - 07.11

Oct 24
Sphere 3 - Evanesca


🍄Some people collect the ears of their rivals, while others collect flowers, ore, and other useful resources for creating something beautiful. Remember them the next time you stock up on potions or look for crafted armor. A contest for the best earner is announced!

This Saturday, the Earner's Hour will be held:
▪ Prometheus server: from 21:00 to 22:00 (UTC+3)
▪Atlas server: from 18:00 to 19:00 Saturday (UTC -3) (00:00 - 01:00 UTC+3)

Collect the maximum amount of 📦strong skins📦 within the specified time and become an honorary member of the artisans' guild.

The reward will not take long to arrive:
✨3 days of premium account
✨Master's potion (1 day)
✨5 strong protection potions
✨5 resurrection scrolls
✨Powerful magic pen
✨5 rank 2 fortification crystals

All this will be yours!

Only resources obtained from the resource point during the specified period of time will be counted. Resources obtained earlier or obtained by exchanging with other players will not be counted.

The results will be published within three working days after the end of the event.

Good luck!
Ostriv - yevhen8
Added/changed:
  • Improved a model of bricks in a wagon
  • Updated sheep farm help
  • Trade wagons and boats are now showing where they're from in properties
  • Workers and vacancies overlay now shows managers too
  • Minor UI changes
  • Decolonized one of the town names
  • Animals will now wait a bit longer before starving to death
Fixed:
  • Metal parts delivery to cartwright could be delayed in some cases
  • Couldn't demolish pigsty in some cases
  • Not enough hemp reported in weaver when flax is available (and vice versa)
  • Crash on placement of coastal buildings
  • Crash related to cow slaughtering
  • Trade wagons and boats could sometimes spawn at the same time, which made them look like one (same for imported animals)
  • Could hire additional counselor in an empty town hall (using overlay)
  • Saltworks animals could have wrong position
  • Wrong "blocked" notification for coastal buildings built near bridges
  • Some houses had wrong land tax calculation
How does the new alpha going you mignt ask. It’s going great, but also as with the most great things, it's going slow and steady.

As of the current state of development, Alpha 6 has 37 confirmed new resources and 21 new buildings, from which only 12 are from production category. I offer you a short glimpse into some of the planned new features.

We will be introducing a new concept of maintenance resources. Take baskets. You see them throughout the game, but as of Alpha 5 they just magically appear. In Alpha 6 you will need to have them in every building which uses them. Same goes for multiple other maintenance resources. Every relevant building will need to have a small stock of these resources and replace them as they wear out.

There will be a new building called supply shed, which supplies all maintenance resources to where they're needed.



Baskets are produced (you guessed it) in the basketry from dried willow rods called withies, which basketry workers will harvest from nearby willows in winter (finally something to do in winter). Willows will grow naturally near water. You can also plant some more if you need.




As the game is getting more complex with all the new additions, it's becoming easier to get lost, expecially for new players (which I explect quite a lot after Alpha 6 comes out). There are two solutions to this problem, which are being worked on.

Having an exhaustive in-game reference is becoming increasingly important. So more topics are getting their own pages and they start to include images and reference tables:



Writing these pages is surprisingly good for sorting out all the inconsistencies in code and finding weak spots in game logic.

The second solution is about options. I have no screenshot to share of this new feature yet, but what's being worked on will let you decide which features you want to play with at the game start. Some players didn't like food spoilage - not a problem: just disable it. Start with more/less money, settlers or resources - as you please. Lots of things can be made optional. This way players can match the game to just the exact amount of challenge and complexity they want. Of course, these options will have an effect on achievements once they become available.


Alpha 6 is probably the biggest milestone in Ostriv Early Access development. I know many of you are eager to get your hands on the new content, but Alpha 6 is simply too important to be rushed. It is a great chance to get the game on a higher quality level. Wasting such an opportunity by releasing a half-baked update would not be a wise thing to do.

Now back to work. Thanks for reading!
Rise of the Village Hero - Luduspaxstudios

Hey everyone!

I’ve got a big announcement to make - a major update has just gone live for Rise of the Village Hero!

This is something I’ve wanted to achieve for a long time but never fully committed to before, as I wasn’t sure if I could pull it off. I’ve tried several times to add controller support to the game, but every attempt either broke my scripts or made the controller work while disabling keyboard and mouse support - which was far from ideal. Thankfully, version control saved me more than once, letting me roll back to a working version and try again.

After months of attempts, I finally did it - Rise of the Village Hero now has partial controller support!

Here’s a breakdown of what currently works and what’s still in progress:

✅ Fully Supported

  • You can move around the map, open the inventory, quest log, and pause menu.

  • You can engage NPCs in dialogue (still needs some testing).

  • You can use the abilities bar and rotate or zoom the camera smoothly using the right stick.

  • You can attack enemies you can add skill points to your character stats ( although this needs more testing).

 

⚙️ Not Yet Fully Supported

  • Pop-up descriptions for skills, items, and quests don’t appear when using a controller. This will be added in the next patch.

  • Full menu navigation with the controller isn’t available yet — I plan to include this in future updates.

  • Shops and stores can’t be operated via controller at the moment.

  • Equipping items in the inventory still requires a mouse, as it currently relies on click-and-drag actions. This will be one of the harder systems to implement, but I’m working towards it.

 

🎮 Controller Layout

  • Abilities (6 Quick Action Buttons): LT, LB, RB, RT, East Button, West Button

  • Move: Left Stick

  • Confirm / Interact: South Button

  • Rotate Camera: Right Stick (left/right)

  • Zoom Camera: Right Stick (up/down)

 

🐛 Bug Fixes

  • Fixed an issue where adding controller support broke the main menu (resolved in today’s second patch).

  • Fixed a problem where players could open multiple menus at once - for example, pausing the game and then opening the inventory or quest menu simultaneously.

The game works the same for keyboard and mouse nothing else should have changed that.

Overall, the game feels fantastic in combat with the controller - it gives a really satisfying sense of control over your character.

My next goal is to rework the Options menu and include a clear breakdown of all control settings and look forward to release a few more updates along the way.

That’s all for now! I hope you enjoy the new controller support update, and I’ll see you in the next post with more improvements!

Silv

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